• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:17
CEST 15:17
KST 22:17
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy15ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research7Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone Behind the scenes footage of ASL21 Group E BW General Discussion BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro24 Group E [ASL21] Ro24 Group F Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group D
Strategy
Fighting Spirit mining rates MB-820 Is Humbling Me and I Thought I Was Ready! What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1402 users

The Path to Victory: "Suicide Units"

Blogs > Kasha_Not_Kesha
Post a Reply
Kasha_Not_Kesha
Profile Blog Joined October 2011
United States71 Posts
Last Edited: 2012-04-19 12:53:12
April 19 2012 12:49 GMT
#1
Not Suicide Unit!
Today while sitting in the Zerg Strategy chat-room that Battle.net provides, I saw a bizarre question from a Bronze-League player pop up: "What is the best unit to mass?"

My response came automatically, "Banelings for sure!"

His response bewilders me even now, "Not suicide unit :|"

The Problem
Points. Not ladder points, not achievement points, not even hit points. Nay, this bronzie, and those who think like him are victims of the ghost of video games past. Obviously "retro" arcade-style games with their end-game player score lists are easy examples, but even more modern games like the Turn-Based Strategy series, Advanced Wars, present the problem neatly.

At the end of the game/battle, a score screen is displayed:
[image loading]

Awww yeah, feelings of accomplishment!


Speed obviously corresponds to how fast you killed your opponent, Power is how aggressive you were and how strong your overall attacks were, and then there is Technique. Technique is this annoying little statistic that tracks not only your economy management, but also how many units you made, and how many you lost. Advanced Wars incentivized the preservation of units slightly, but it incentivized unit preservation all the same.

It's an intuitive incentive to provide: gamers hate losing large scale games, but we also greatly dislike losing small scale battles and engagements. Naturally, this extends to games like Starcraft II, where we are making fairly large armies; noone wants to lose the units they've made during the game, it's engrained in us to want to keep what is ours safe.

In our minds we are keeping score for ourselves, we feel good when we keep our units alive, and bad when they die. In games like DotA, this takes the form of an overemphasis on individual Kill-Death ratio, and a massive underemphasis on the bigger picture: pushing lanes and breaking towers.

The problem is this poisonous attitude that any unit that is meant to die must be bad, and in Starcraft 2 at least, this attitude is a huge impediment unless you realize almost every unit you make is meant to die.

The Cure: Epiphany #1
As a Zerg player, I had an epiphany fairly early on: Zerg units are easily killed. If I send a large number of Zerglings at an equal cost of marines, the Zerglings are going to die and kill a very small number of marines. Death, for almost every Zerg unit produced in a game, is more or less inevitable. In a sense, every Zerg unit is a "suicide unit"; they're easily replaced and you usually don't expect many of them to survive if you successfully clean up a push.


[image loading]
Zerglings and Marines, moments before a fateful A-click

[image loading]
Seems like a pretty even trade: 36 Zerglings for 1 Marine



This doesn't stop with obviously one-sided battles however; throw 50 Zerglings at a Siege Tank line in the middle of the map and you're going to take some considerable losses, though you will probably kill all of the tanks. In fact, once I started to develop basic map awareness, my response to an early marine-tank push was to just flood lings and focus down the tanks, before cleaning up the marines.

It was odd; even though I lost 30 Zerglings to his 2 tanks and 15 marines, I felt like I did well in that engagement. In fact, I felt like I had done exactly what I needed to do to hold the push.


The Cure: Epiphany #2
This lead me to a far more important epiphany: Starcraft 2 is not Warcraft III. Warcraft III was all about leveling up your heroes, building a diverse and functional (though small) army, and maximizing your units' individual utility through insane micro to defeat your opponent's army. Starcraft 2 is about securing a strong economy, massing up a large army, and using positioning, army size and army composition to defeat your opponents' army.

The main difference, excluding the hero mechanic of Warcraft III, is the importance of your units. In Starcraft 2, losing 5 Infestors for free at the 20 minute mark is a relatively minor loss. In Warcraft III, losing 5 Necromancers for free can, and usually will cost you the game. Individual units are infinitely more valuable in Warcraft III, because individual units can drastically alter the tide of a battle.

In Warcraft III, preserving your units and keeping them from dying was heavily incentive, because money was short and units took a long time to rebuild. More importantly, that money could be going towards teching up or buying upgrades, and it was absolutely critical not to fall behind in either in Warcraft III.

Starcraft 2 doesn't give quite as much incentive to keep your units alive. Sure, you'd prefer to spend the money you're using to replace your dead units on upgrades or Lair tech, but you aren't going to lose because you ran two lings up a Terrans ramp to check his army comp instead of one.

In short: Zerg units die really fast, but thankfully Starcraft 2 isn't as focused on individual units as Warcraft III was. Instead of focusing on minimizing my losses, I learned to prioritize on maximizing my opponents' losses; whatever I can do to kill what my opponent has built, so long as it isn't a huge gamble risking all of the things I have built, well by god I'm going to do it.

In Summary (tl;dr)
I talk too much, so let me just summarize my point: All Zerg units, generally speaking, are suicide units. They're most likely going to die at some point by being thrown at some army. If the Lings you make at the start of the game last until the end of the game, someone is doing something very wrong.

Consider the following scenario: Terran is walled in; you've got 36 lings and you are, for whatever reason, compelled to push:


[image loading]
Zerglings prior to pushing into a Terran wall

[image loading]
The Terran wall to be assaulted

[image loading]
The results of the Zergling vs. Wall push...Not so good, eh?



...Huh. No damage done to the Terran whatsoever. Sent all of those Lings - non-suicide units - to kill the Terran's walloff, but they weren't good enough.

Just for kicks and giggles, let's see what happens with 36 Banelings instead:


[image loading]
Banelings prior to pushing into the Wall

[image loading]
The results of the Baneling vs. Wall push...Much better!


What have we learned? Hopefully that Banelings are a good unit

**
Human beings are literally made up of potential more than anything else.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
April 19 2012 13:01 GMT
#2
Of course banelings are good units... they are still horrible to mass. Your example in the end is extremely baised, of course banelings will be better than lings when attacking a wall, over a longer game though, it's just terrible. If you mass a suicide unit, you get a big engagement where you kill your whole opponents army extremely cost-inefficiently, and you have nothing to show for it because your units suicided. While if you do the same thing with lings, you have lings left to keep the aggression going.

A zerg in bronze league can pretty much mass any unit... but I'd say out of all the units to mass, banelings is the worst one.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
April 19 2012 13:19 GMT
#3
Sorry, but that is a ridiculous OP.

36 Lings cost half as much as 36 marines, it's obvious they can't win. Try 72 lings and they will crush those marines (or at least it will be closer).

Also, 36 lings can't break a wall, yes. So you send 36 banelings in... which cost 900 gas, about as much as 7 siege tanks, and 1800 minerals, as much as 36 marines... and you call killing 20 marines, 2 depots and a rax (1350 minerals) better?

Sorry... you might have a point, but the way you present it is totally off.

PS: My epiphany came when i recognized that banelings are BAD in most situations. Each baneling has to hit at least 4 marines to break even (assuming gas is worth twice as much as minerals), so unless you use them successfully as baneling landmines or the opponent doesn't even try to split or has no siege tanks, in most cases you can't trade even remotely cost efficiently with them.
UmiNotsuki
Profile Blog Joined April 2011
United States633 Posts
April 19 2012 13:47 GMT
#4
On April 19 2012 22:19 Morfildur wrote:
Sorry, but that is a ridiculous OP.

36 Lings cost half as much as 36 marines, it's obvious they can't win. Try 72 lings and they will crush those marines (or at least it will be closer).

Also, 36 lings can't break a wall, yes. So you send 36 banelings in... which cost 900 gas, about as much as 7 siege tanks, and 1800 minerals, as much as 36 marines... and you call killing 20 marines, 2 depots and a rax (1350 minerals) better?

Sorry... you might have a point, but the way you present it is totally off.

PS: My epiphany came when i recognized that banelings are BAD in most situations. Each baneling has to hit at least 4 marines to break even (assuming gas is worth twice as much as minerals), so unless you use them successfully as baneling landmines or the opponent doesn't even try to split or has no siege tanks, in most cases you can't trade even remotely cost efficiently with them.


You're right, and you're wrong. If you have even income with your opponent, then yes, you're gonna need some REALLY efficient baneling hits. But, if your income is higher, you can afford to be less cost-effective while still making good trades.
UmiNotsuki.111 (NA), UNTReborn.932 (EU), UmiNotsuki (iCCup) -- You see that text I wrote above this? I'll betcha $5 that you disagree :D
Kasha_Not_Kesha
Profile Blog Joined October 2011
United States71 Posts
April 19 2012 13:47 GMT
#5
On April 19 2012 22:19 Morfildur wrote:
Sorry, but that is a ridiculous OP.

36 Lings cost half as much as 36 marines, it's obvious they can't win. Try 72 lings and they will crush those marines (or at least it will be closer).


Herp. I knew something was wrong there; my sleep deprived brain just told me it was fine.

Also, 36 lings can't break a wall, yes. So you send 36 banelings in... which cost 900 gas, about as much as 7 siege tanks, and 1800 minerals, as much as 36 marines... and you call killing 20 marines, 2 depots and a rax (1350 minerals) better?


It's less about illustrating ideal cost-efficient trading, and more about illustrating the goal of maximizing the impact you make on your opponent with the units you have. 36 lings attacking a defended wall do no damage; there's no impact and you just lost 36 lings. 36 banelings attacking a defended wall do a great deal more than 0 damage; sure that scenario is far from ideal in the trading sense, but it illustrates the idea that if a unit is going to die; it may as well make itself useful, and Banelings are by far the best at making themselves useful before they die, in my experience.

Sorry... you might have a point, but the way you present it is totally off.


Don't be sorry for giving a well thought out and pretty much correct critique? I'm a shitty writer and I'm godawful at constructing examples; you're giving me great places to make significant improvements on those flaws, so thank you! =P

PS: My epiphany came when i recognized that banelings are BAD in most situations. Each baneling has to hit at least 4 marines to break even (assuming gas is worth twice as much as minerals), so unless you use them successfully as baneling landmines or the opponent doesn't even try to split or has no siege tanks, in most cases you can't trade even remotely cost efficiently with them.


Correct me if I'm wrong; this is some Platinum level theory-crafting, and according to everyone I talk to, most (if not all) of my theories in SC II are wrong, I'm just not playing people that illustrate how wrong the theories are =P

On average, pretty much no Zerg units are "cost efficient". They're cheap and fast; the tradeoff is that they have to be fairly inefficient at trading blows with other races' units. But your calculus is disregarding a fairly major "resource": time. I'll agree that the ideal scenario would be cost efficient trading with one's opponent in resources, but if you crash an inefficient number of banelings into an opponent's Mech army of half the resource value of your baneling army, I'd say you're still ahead, even if the units lost display disagrees, because as a Zerg, you can remax at the drop of a hat. Your time investment in those Banelings was minimal, especially compared to a Terran's time investment in producing 2-3 Thors.
Human beings are literally made up of potential more than anything else.
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
April 19 2012 14:03 GMT
#6
When I play Zerg, my units are there to DIE. Now granted, I can understand why some of my fellow dirt leaguers wouldn't be fond of losing a ton of Banelings. When you SUCK, you make things slower, so being Zerg isn't as time efficient.

I avoid Banelings for the most part, but that's just because I like a huge Roach/Hydra ball with some speedlings in my base to kill 18 minute 5 reaper harass. (No, really, this happened last night.)

If your mechanics suck but you at least have some inkling of how the game should be played, banelings are semi-effective, because you can do viable damage with them before your inefficient rebuilding of units. However, the way most Bronze leaguers play (see Gheed's blogs for more information here if you don't understand), you're looking at a single hatch, with rare or no larva injects, not fully saturated mineral line, at around the 15-16 minute mark. At that point, Banelings are the worst unit in the game.
Incze
Profile Blog Joined December 2011
Romania2058 Posts
April 19 2012 14:04 GMT
#7
The unit to mass as zerg isn't baneling. it's either infestor or broodlord (and in the ideal scenario, both). Those are the most cost-efficient zerg units currently in the game if you use them right, and especially together.
I've always hated banelings precisely for the reason you tried to explain, maybe it's because I'm a former wc3 player and I absolutely hate hate hate suicide units, I don't know, but what I do know is that I'd much rather have roaches than banelings
Religion: Buckethead
JingleHell
Profile Blog Joined March 2011
United States11308 Posts
April 19 2012 14:08 GMT
#8
On April 19 2012 23:04 Incze wrote:
The unit to mass as zerg isn't baneling. it's either infestor or broodlord (and in the ideal scenario, both). Those are the most cost-efficient zerg units currently in the game if you use them right, and especially together.
I've always hated banelings precisely for the reason you tried to explain, maybe it's because I'm a former wc3 player and I absolutely hate hate hate suicide units, I don't know, but what I do know is that I'd much rather have roaches than banelings


Infestors are TERRIBLE in Bronze league. Bear in mind where he said the advice was directed.

I don't think most people understand this, but Bronze actually has it's own metagame that revolves around being bad at SC2.

A spore behind each mineral line isn't blind spore crawlers, it's anticipating the nearly inevitable air harass/drop attempt that both players know you don't have the reaction time to deal with well.

A 10pool can be a food count OR a minute mark.

200/200 void rays at the 48 minute mark is considered "cheese".

Having a 100+ supply count at the 10 minute mark can get you accused of cheating.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
April 20 2012 00:13 GMT
#9
On April 19 2012 22:47 Kasha_Not_Kesha wrote:
On average, pretty much no Zerg units are "cost efficient". They're cheap and fast; the tradeoff is that they have to be fairly inefficient at trading blows with other races' units. But your calculus is disregarding a fairly major "resource": time. I'll agree that the ideal scenario would be cost efficient trading with one's opponent in resources, but if you crash an inefficient number of banelings into an opponent's Mech army of half the resource value of your baneling army, I'd say you're still ahead, even if the units lost display disagrees, because as a Zerg, you can remax at the drop of a hat. Your time investment in those Banelings was minimal, especially compared to a Terran's time investment in producing 2-3 Thors.


Actually zerg has some of the highest cost efficiency and speed, they lack HP, where as Protoss has HP, but lacks speed and cost efficiency on most units. Terran has the second highest cost efficiency, but lacks basic mobility outside of upgrades, and has medium HP its a trade off but zerg is not in as bad a position as you make it seem.
User was warned for too many mimes.
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:45
Group B
WardiTV425
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SortOf 147
ProTech121
LamboSC2 116
Livibee 80
StarCraft: Brood War
Britney 44532
Calm 5299
Horang2 3609
Bisu 2847
Sea 2385
Shuttle 1366
EffOrt 685
actioN 615
Soma 549
ggaemo 545
[ Show more ]
Stork 535
Hyuk 516
firebathero 478
Mini 405
Snow 247
Soulkey 168
Rush 159
Last 155
PianO 152
hero 128
Hyun 61
sorry 56
[sc1f]eonzerg 56
Barracks 56
Backho 49
Aegong 37
Shinee 31
zelot 28
Movie 21
910 17
IntoTheRainbow 15
ajuk12(nOOB) 15
Terrorterran 14
scan(afreeca) 14
Hm[arnc] 12
NotJumperer 12
Rock 9
soO 9
Icarus 6
Dota 2
Gorgc4776
BananaSlamJamma501
canceldota119
League of Legends
Reynor67
Counter-Strike
x6flipin597
edward89
oskar53
Heroes of the Storm
XaKoH 68
Other Games
singsing1779
B2W.Neo1034
hiko382
Lowko292
crisheroes273
DeMusliM241
RotterdaM113
ArmadaUGS95
Sick85
QueenE41
KnowMe11
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1823
• Nemesis1486
• TFBlade925
Upcoming Events
OSC
10h 43m
RSL Revival
20h 43m
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
1d 10h
RSL Revival
1d 20h
Maru vs MaxPax
BSL
2 days
RSL Revival
2 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Afreeca Starleague
3 days
Replay Cast
4 days
[ Show More ]
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.